Merge remote-tracking branch 'upstream/master' into ups

This commit is contained in:
Jabak
2024-08-23 02:25:53 +03:00
163 changed files with 2022 additions and 714 deletions

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@@ -0,0 +1,90 @@
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using System.Numerics;
using Content.Shared._White.Explosion;
namespace Content.Client._White.Explosion;
public sealed class ExplosionShockWaveOverlay : Overlay, IEntityEventSubscriber
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private SharedTransformSystem? _xformSystem;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _shader;
/// <summary>
/// Maximum number of distortions that can be shown on screen at a time.
/// </summary>
public const int MaxCount = 30;
public ExplosionShockWaveOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("ShockWave").Instance().Duplicate();
}
private readonly Vector2[] _positions = new Vector2[MaxCount];
private readonly float[] _falloffPower = new float[MaxCount];
private readonly float[] _sharpness = new float[MaxCount];
private readonly float[] _width = new float[MaxCount];
private int _count;
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (args.Viewport.Eye == null || _xformSystem is null && !_entMan.TrySystem(out _xformSystem))
return false;
var query = _entMan.EntityQueryEnumerator<ExplosionShockWaveComponent, TransformComponent>();
_count = 0;
while (query.MoveNext(out var uid, out var distortion, out var xform))
{
if (xform.MapID != args.MapId)
continue;
var mapPos = _xformSystem.GetWorldPosition(uid);
var tempCoords = args.Viewport.WorldToLocal(mapPos);
// normalized coords, 0 - 1 plane. This is pure hell, we subtract 1 because fragment calculates from the bottom and local goes from the top of the viewport
tempCoords.Y = 1 - (tempCoords.Y / args.Viewport.Size.Y);
tempCoords.X /= args.Viewport.Size.X;
_positions[_count] = tempCoords;
_falloffPower[_count] = distortion.FalloffPower;
_sharpness[_count] = distortion.Sharpness;
_width[_count] = distortion.Width;
_count++;
if (_count == MaxCount)
break;
}
return _count > 0;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null || args.Viewport.Eye == null)
return;
_shader?.SetParameter("renderScale", args.Viewport.RenderScale * args.Viewport.Eye.Scale);
_shader?.SetParameter("count", _count);
_shader?.SetParameter("position", _positions);
_shader?.SetParameter("falloffPower", _falloffPower);
_shader?.SetParameter("sharpness", _sharpness);
_shader?.SetParameter("width", _width);
_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
worldHandle.DrawRect(args.WorldAABB, Color.White);
worldHandle.UseShader(null);
}
}

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using System.Numerics;
using Content.Shared._White;
using Content.Shared._White.Lighting.Shaders;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client._White.Lighting.Shaders;
public sealed class LightingOverlay : Overlay
{
private readonly IPrototypeManager _prototypeManager;
private readonly EntityManager _entityManager;
private readonly SpriteSystem _spriteSystem;
private readonly TransformSystem _transformSystem;
private readonly IConfigurationManager _cfg;
public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _shader;
private bool _enableGlowing;
public LightingOverlay(EntityManager entityManager, IPrototypeManager prototypeManager)
{
_entityManager = entityManager;
_spriteSystem = entityManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
_prototypeManager = prototypeManager;
_transformSystem = entityManager.EntitySysManager.GetEntitySystem<TransformSystem>();
_cfg = IoCManager.Resolve<IConfigurationManager>();
_cfg.OnValueChanged(WhiteCVars.EnableLightsGlowing, val => _enableGlowing = val, true);
IoCManager.InjectDependencies(this);
_shader = _prototypeManager.Index<ShaderPrototype>("LightingOverlay").InstanceUnique();
ZIndex = (int) DrawDepth.Overdoors;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (!_enableGlowing)
return;
if (ScreenTexture == null)
return;
var xformCompQuery = _entityManager.GetEntityQuery<TransformComponent>();
var handle = args.WorldHandle;
var bounds = args.WorldAABB.Enlarged(5f);
_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
var query = _entityManager.AllEntityQueryEnumerator<LightingOverlayComponent, PointLightComponent, TransformComponent>();
while (query.MoveNext(out _, out var component, out var pointLight, out var xform))
{
if (xform.MapID != args.MapId)
continue;
if (!component.Enabled ?? !pointLight.Enabled)
continue;
var worldPos = _transformSystem.GetWorldPosition(xform, xformCompQuery);
if (!bounds.Contains(worldPos))
continue;
var color = component.Color ?? pointLight.Color;
var (_, _, worldMatrix) = xform.GetWorldPositionRotationMatrix(xformCompQuery);
handle.SetTransform(worldMatrix);
var mask = _spriteSystem.Frame0(component.Sprite); // mask
var xOffset = component.Offsetx - (mask.Width / 2) / EyeManager.PixelsPerMeter;
var yOffset = component.Offsety - (mask.Height / 2) / EyeManager.PixelsPerMeter;
var textureVector = new Vector2(xOffset, yOffset);
handle.DrawTexture(mask, textureVector, color);
handle.UseShader(_shader);
}
handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}
}

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using Robust.Client.Graphics;
using Robust.Shared.Prototypes;
namespace Content.Client._White.Lighting.Shaders;
public sealed class LightingOverlaySystem : EntitySystem
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private LightingOverlay _lightingOverlay = default!;
public override void Initialize()
{
base.Initialize();
_lightingOverlay = new LightingOverlay(EntityManager, _prototypeManager);
_overlayManager.AddOverlay(_lightingOverlay);
}
public override void Shutdown()
{
base.Shutdown();
_overlayManager.RemoveOverlay(_lightingOverlay);
}
}

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@@ -8,7 +8,7 @@ namespace Content.Client._White.WeaponsModules;
public sealed partial class WeaponModulesVisuals : VisualizerSystem<WeaponModulesComponent>
{
[Dependency] private readonly PointLightSystem _lightSystem = default!;
[Dependency] private readonly PointLightSystem _lightSystem = default!;
protected override void OnAppearanceChange(EntityUid uid, WeaponModulesComponent component, ref AppearanceChangeEvent args)
{
base.OnAppearanceChange(uid, component, ref args);
@@ -16,34 +16,57 @@ public sealed partial class WeaponModulesVisuals : VisualizerSystem<WeaponModule
if(args.Sprite == null)
return;
args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, false);
args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, false);
args.Sprite.LayerSetVisible(ModuleVisualState.AimModule, false);
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.HandGuardModule, out var handguardModule, args.Component) && handguardModule.Length != 0 && handguardModule != "none")
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.BarrelModule, out var barrelModule, args.Component))
{
args.Sprite.LayerSetState(ModuleVisualState.HandGuardModule, handguardModule);
args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, true);
if (barrelModule.Length != 0 && barrelModule != "none")
{
args.Sprite.LayerSetState(ModuleVisualState.BarrelModule, barrelModule);
args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, true);
}
else
args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, false);
}
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.BarrelModule, out var barrelModule, args.Component) && barrelModule.Length != 0 && barrelModule != "none")
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.HandGuardModule, out var handguardModule, args.Component))
{
args.Sprite.LayerSetState(ModuleVisualState.BarrelModule, barrelModule);
args.Sprite.LayerSetVisible(ModuleVisualState.BarrelModule, true);
if (handguardModule.Length != 0 && handguardModule != "none")
{
args.Sprite.LayerSetState(ModuleVisualState.HandGuardModule, handguardModule);
args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, true);
}
else
args.Sprite.LayerSetVisible(ModuleVisualState.HandGuardModule, false);
}
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.AimModule, out var aimModule, args.Component) && aimModule.Length != 0 && aimModule != "none")
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.AimModule, out var aimModule, args.Component))
{
args.Sprite.LayerSetState(ModuleVisualState.AimModule, aimModule);
args.Sprite.LayerSetVisible(ModuleVisualState.AimModule, true);
if (aimModule.Length != 0 && aimModule != "none")
{
args.Sprite.LayerSetState(ModuleVisualState.AimModule, aimModule);
args.Sprite.LayerSetVisible(ModuleVisualState.AimModule, true);
}
else
args.Sprite.LayerSetVisible(ModuleVisualState.AimModule, false);
}
if (AppearanceSystem.TryGetData(uid, Modules.Light, out var data, args.Component))
if (AppearanceSystem.TryGetData<string>(uid, ModuleVisualState.ShutterModule, out var shutterModule, args.Component))
{
if (shutterModule.Length != 0 && shutterModule != "none")
{
args.Sprite.LayerSetState(ModuleVisualState.ShutterModule, shutterModule);
args.Sprite.LayerSetVisible(ModuleVisualState.ShutterModule, true);
}
else
args.Sprite.LayerSetVisible(ModuleVisualState.ShutterModule, false);
}
if (AppearanceSystem.TryGetData(uid, Modules.Light, out _, args.Component))
{
if (TryComp<PointLightComponent>(uid, out var pointLightComponent))
{
if(!pointLightComponent.Enabled)
return;
_lightSystem.SetMask("/Textures/White/Effects/LightMasks/lightModule.png", pointLightComponent!);
}
}